This is a most secret profession, the Master of Blackflame is a potent force. To become a Master the Hin must be a Warrior-Leader.
Knowledge of Blackflame (IN) (e): The Hin has deep knowledge of the uses and aspects of Blackflame.
Magic of Blackflame (MP) (e): The Hin is able to use Blackflame.
Tend the Crucible (MP) (e): The Hin is able to maintain the store of Blackflame.
Craft (MA) (d): The Hin has become skilled in some specific craft. Other crafts can be learned by purchasing this skill again for the new craft.
Salary: 10 Royals per month.
Cost: 17 HP per term.
The Hin have a relic of power in each clan, called a Crucible of Blackflame. This Crucible is in the shape of a truncated pyramid of wood with a solid base and has a triangular opening on each side. The Crucible contains a substance drawn from the earth called Blackflame. Blackflame is an inky black material resembling flame that is cold. It burns ashes and leaves whole items. The blackflame must be kept going by feeding it ashes and stones every day. Normal flame may extinguish Blackflame. Any but the Hin who touch even a small amount of it will take heavy magical cold damage. A Master can use a Crucible to perform the following powers (as a lesser spirit):
The Web must be hidden until used. When it is held under the full moon by a Master, and accompanied by ancient chants, it collects the essence of the moonlight. This essence is then magically converted into a single drop of Oil of Moonlight. This Oil is collected for seven years to make a usable dose.
A single dose of Oil of Moonlight can be used to make any object made of fabric capable of flight at 75 kilometers per hour. This must only be used under moonlight. It is the moonlight that provides this effect.
A halfling can carry blackflame with no ill effects. By carrying blackflame a halfling can turn ordinary stones into Heavy magic damage missiles. This is how blackflames can survive encounters with normal flame.
If a Master has increased their Magic of Blackflame skill at least eight times they gain the ability to absorb the blackflame into their bodies. This costs them a power detriment of -1 per hour until the blackflame is released. The hin feels cold and a bit sick. This does not adversely effect their ability to act.
The Master can expel the blackflame in one of two ways. Once this process is begun it cannot be stopped.
A blackflame has a range of effect that is based upon its size. A large blackflame has a range of 120 meters. A substantial blackflame has a range of 40 meters. A smallish blackflame has a range of 10 meters. A single tongue of blackflame has a range of touch.
A Master within the effective range of the blackflame has the following benefits:
Masters can create permanent magic items using Blackflame. This takes one day for a base enchantment. Another day is required for each level of any skill enhancement conferred by the item. Two days are required to grant the item the ability to perform a Blackflame spell. The Hin acquires a magical detriment for creating magic items. This detriment is equal to -25 with an additional -3 per day of the enchantment process. Here are five traditional magic items of blackflame:
These powers are instantly at the Master's beck and call. They may be acquired as specials for the power Magic of Blackflame.
1st Term: Gain access to first circle powers.
3rd Term: Gain access to second circle powers.
5th Term: Gain access to third circle powers.
7th Term: Gain access to fourth circle powers.
9th Term: Gain access to fifth circle powers.
11th Term: Gain access to sixth circle powers.
13th Term: Gain access to seventh circle powers.
| Name of Power | Split | Notes |
| Detect Evil | Duration, Volume, and Effect | The ability to identify enemies and harmful enchantments |
| Detect Magic | Duration, Volume, and Effect | The ability to see the aura of magic. |
| Know Intent | Duration, Range, Effect | The ability to know the motivations of a target within range. |
| Locate | Duration, Volume, Effect | The ability to locate the relative position of a specific type of object within the volume. |
| Predict Weather | Duration | |
| Purify Food and Water | Duration, Area of Effect | |
| Radiance | Duration, Volume, Effect | Allows the Master to control light within the volume. |
| Name of Power | Split | Notes |
| Resist Cold | Duration, Range, Number of recipients, Effect, | The recipients gain the temporary basic condition Resist Cold at the level of effect in HP |
| Thornspear | Duration and Effect | Creates a magical weapon for the duration with a damage equal to the effect. |
| Name of Power | Split | Notes |
| Charm | Effect, Duration, Range, Number of Targets | A number of targets think of the Hin as their best friend. This even effects animals. |
| Heal Wounds | Effect | |
| Hold | Duration, Number of Targets, Range, and Effect | The ability to stop movement in the targets. |
| Obscure | Duration, Volume, Effect | A thick fog is created. |
| Remove Fear | Duration, Numer of Recipients, Range, Effect | The recipients gain the temporary basic condition Resist Fear at the level of effect in HP |
| Resist Fire | Duration, Range, Number of recipients, Effect, | The recipients gain the temporary basic condition Resist Fire at the level of effect in HP |
| Name of Power | Split | Notes |
| Sleep | Duration, Number of targets, Range, and Effect | The targets are put to sleep for the duration. |
| Speak with Animals | Duration, Effect, | The Hin gets the difficult MP based skill Speak with Animals at the level of effect in HP for the duration. |
| Water Walking | Duration and Number of recipients | Gives the recipients the ability to walk on water for the duration. |
| Name of Power | Split | Notes |
| Cure Blindness | Effect | |
| Cure Disease | Effect | Acts as a disease resitance roll after the fact. |
| Find Traps | Duration, Volume, and Effect | The ability to find traps within the volume. |
| Growth of Animals | Duration, Range, Effect | The Hin is able to change the size of an animal within range by a multiple of its current size equal to the effect. |
| Locate Object | Duration, Volume, Effect | The Hin is able to locate a specific type of object within the volume. |
| Produce Fire | Duration, Range, Effect, | The Hin is able to create magical fire. |
| Silence | Duration, Volume, Range, and Effect | The Hin can create a sphere of silence. |
| Name of Power | Split | Notes |
| Call Lightning | Effect, Duration, Range, Area of Effect | Once every ten minutes for the duration the Hin may blast the area of effect within range with lightning. |
| Control Winds | Effect, Duration, Volume | The Hin can control the winds within the volume. |
| Detect invisible | Duration, Volume, and Effect | The Hin can see invisible things within the volume. |
| Neutralize Poison | Effect | Poison is neutralized by touch. |
| Remove Curse | Effect | The Hin can remove a curse by touch. |
| Repel Lightning | Duration, Volume, Effect, | Anyone within the volume is protected from lightning. The lightning will be deflected in a random direction . If the direction is into the volume it does no damage. |
| Speak with Animals | Duration, Effect, | The Hin gets the difficult MP based skill Speak with Plantts at the level of effect in HP for the duration. |
| Summon Animals | Duration, Effect, | The Hin can summon a number of HP of animals equal to the effect. |
| Water Breathing | Duration and Number of recipients | Gives the recipients the ability to breath water for the duration. |
| Name of Power | Split | Notes |
| Dissolve | Effect, Duration, Range, Volume of Effect | A volume of earth and stone is transformed into liquid. |
| Dispel Magic | Effect, Range | The Hin destroy a spell or other magical effect. |
| Fly | Duration | The Hin can fly at 60 kilometers per hour. |
| Pass Through Thickets | Duration | No vegetation can prevent the Hin's passage. |
| Repel Nonliving Material | Volume, Duration, Effect | No nonliving material can enter the volume around the Master. Undead can attempt to enter, but must overcome the effect. |
| Summon Weather | Duration and Range | The hin can bring nearby weather overhead. |
| Web | Duration, Range, Volume, and Effect | The Hin can produce a sticky web that will prevent movement for the duration. These webs are flammable. |
| Name of Power | Split | Notes |
| Animate Object | Duration, Range, Effect | An object of the Hin's choice becomes animate and under the Hin's control. |
| Barrier | Duration, Volume, Range, and Effect | A cloud of whirling hammers is conjured that does the effect in damage to every part of the body of anyone trying to pass through the barrier. |
| Insect Plague | Duration, Range, Area of effect, and Effect. | The area is covered by insects that do damage equal to the effect over the entire body for the duration. |
| Pass Plant | Range | The Hin can step into a plant and reappear from a similar plant within the range elsewhare. |
| Repel Animals | Volume, Duration, Effect | No animals can enter the volume around the Master. Intelligent creatures can attempt to enter, but must overcome the effect. |
| Raise Dead | Effect | The Hin can bring someone back from the dead, there is a 25 point detriment for this power. |
| Shout | Effect and Volume | The Hin lowers their PF by 1, this takes a full day to recover. A great shout is heard within the volume. All within the volume are effected. Those who have a PF greater than the effect are stunned for one minute. Those who have a PF equal to the effect are stunned for ten minutes. If the effect is up to 3 higher than their PF, the target is unconscious for a minute, and deafened for another ten minutes. If the effect is 4-6 higher than their PF the target is unconscious for ten minutes, deafened for an hour, and is so terrified that they must flee for a full minute. If the effect is more than six higher than the PF the target is unconscious for two hours, is deafened for two hours, must flee for ten minutes in terror and confusion. |
| Name of Power | Split | Notes |
| Animal Shape | Duration | The Hin becomes a true lycanthrope for the duration. |
| Earthgrip | Duration and Effect | The Master touces the target. The ground then attacks the target. If the effect is less than 2 the target slowed to half movement and SF for ten minutes. If the effect is up to 10, the earth rises up and smites the target doing Tremendous damage. If the effect is up to 20 the earth rises up and strikes the target for Tremendous damage on the medium scale. If the effect is more than 20 the earth rises up and smites the target for tremendous damage on the Large scale. |
| Feeblemind | Duration, range, IN reduction, and IU reduction | The target has their IN and IU reduced for the duration. |
| Metal to Wood | Area of Effect, Effect | Metal is changed to wood within the volume of effect. |
| Plant Fist | Effect, Range, Duration | Plants within reach of the target kills themselves to do damage to the target. |
| Restore | Effect | Reverses the effects of life draining. |
| Survival | Duration | The Hin is immune to environmental damage. |
| Weather Control | Duration, Volume, Effect | The Hin can create weather and control existing weather within the volume of effect. |